-
Notifications
You must be signed in to change notification settings - Fork 1
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Possible conflict with Incontrol mod #32
Comments
Did you set spawn anywhere to true? If not try that. If so I'm not sure what the problem is -- they all have code added to the mobs canSpawnHere() method, but that should turn it off. For example:
Should make beholders spawn like vanilla mobs. |
Yes, I did it for a test with a Rust Monster. The only change I noticed is that they started spawning on the surface, nothing else. |
I just set beholder to 200 spawn chance spawn anywhere, and got tons. I don't know anything about how the other mod actually works, but you may need to set spawn rules in both to be safe and use spawn anywhere on any mob you want Incontrol to control. |
At some point, I will return to work on this a bit more, but I've got to get my main mod into closed beta first. |
I may look at some of this in a couple weeks, though I don't really plan on acting as a major developer in the future of this in the future. |
I tried fiddling with both mods settings, but when Incontrol is installed neither will do a thing. In terms of spawnrate, specifically: "spawn anywhere" actually works. I've even tried it with only two mods installed just to be safe. |
Hi. I use Incontrol to configure mobs spawn rate, and while other mods work as intended, I can't do anything with dungeon mobs. They spawn in very small numbers regardless of spawnrate in either Dungeon Mobs or Incontrol config.
The text was updated successfully, but these errors were encountered: